Community - AOU Mod

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Community - AOU Mod

Postby Silvana » Tue Feb 26, 2013 4:00 am

With the merge taking place tomorrow and a reset of the GUI to the default, I wanted to give a quick update about the future of the AOU Mod that many of you use. At this point, we are not ready to present an updated version that you can use, and this is for several reasons.

  • AO Changes - With changes that are being introduced with the server merge, things will need to be tweaked in order to function as intended. This will be worked on once we have some time to play around after the merge. We didn't want to use TestLive as a testing ground because not everything there makes it across to the live release.
  • Information - As AOU Mod has a lot of additional button menus for accessing a variety of functions, things have become outdated and sometimes offer the wrong information and links that may no longer work.
  • New Content - As part of the information removal for bad information, we also need to add new things to the mod. Things such as links to new programs/sites that are used frequently, and additional icons and/or menus for new things such as the item shop.
  • Bugs - As with all things created to work with an ever-changing game code, bugs arise and we don't always know what causes it as no company is going to send out a code update detailing every change that has been made from one line of code, or a thousand lines of code. Therefor debugging an issue is not always a short process.
  • Talent - With the original coder of the AOU Mod moving on from the game, there is not always someone that has the time to update things with every change to the code. We have been lucky to have community members help in that respect, but that is not a backup plan we want to rely on, as their time is valuable to their own projects.
  • Merge - Many changes are coming with the merging of RK1 and RK2. This is also likely to mean multiple patches in the immediate future. Fixing the mod before the initial kinks are worked out with the new code, would be rather silly as it could possibly have to be fixed again a day or a week later.

As an added note, almost all of the above is also true for the official ClickSaver release, which will have priority over the AOU Mod for many reasons that I'm sure you can easily figure out.

I hope that can answer any questions about the mod that may be floating around. We WILL be updating the mod when the dust has settled and we thank you for your understanding.

Any inquiries about either project can be sent to me at silvana@ao-universe.com.
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Silvana
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Re: Community - AOU Mod

Postby Silvana » Thu Feb 28, 2013 3:04 am

Noer, a member of the community, has helped in fixing the Mod to work with 18.6.0 which can be downloaded HERE.

This doesn't include the changes talked about above, which are still forthcoming, but it will continue to work as it has before until we are ready with the other changes.

Thank you!
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Re: Community - AOU Mod ***

Postby netlag » Mon Sep 15, 2014 9:14 pm

Is anyone else using this mod currently?

If yes/no, have you experienced anything like below?

Fresh AO and AOU Mod install yesterday did not produce expected "windowed/restart/click me" response, but instead system resported that showfile failed to open AOU Mod target. Tested to see if I had correct directory by placing both and file noted into /scripts/text temporarily and then running script again. This action at least reported that the file was not available...After returning the said file/directory to correct path received same /showfile error.

Took the extra step to make sure that file permissions were "read/write/move" for entire funcom directory too before starting installation.

Any how... would like to get this one working past 1/4 efficiency. As some of the features do actually work, but many cause the same infoview/showfile issues.

Any advice from current/past users on avoiding the infoview and /showfile errors?
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Re: Community - AOU Mod

Postby Silvana » Mon Sep 15, 2014 10:19 pm

Checking some things.

It can be a bit confusing now as to which files go in which directory since AO changed to make use of the appdata folder.
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Re: Community - AOU Mod

Postby netlag » Tue Sep 16, 2014 4:19 am

With that said... Is there any possibility that past installs on other's/your machine(s) is/are allowing the pop-up features to work when utilizing this script (infoview / showfile call) ?
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Re: Community - AOU Mod

Postby Silvana » Tue Sep 16, 2014 5:13 am

If the install of the mod was done prior to the 18.6.0 patch, you'll have issues since the account and character ID's won't match. Though if it is pre 18.6.0, parts won't work at all as you have a mandatory clean GUI reset that has to be done before anything else.
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Re: Community - AOU Mod

Postby netlag » Wed Sep 17, 2014 9:38 pm

What I discovered was that since this is post-merge, this version only allows the chooser to look at the items in the directory but not actually choose them. Mod name must be either manually entered, or through script function (see above for result), or as per AOU mod instructions..both.

In anycase, still interested in reason for infoview/showfile issue.
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